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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 14:41:38 -04:00
Implement & link ef_kangaeru
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+1
-1
@@ -1274,7 +1274,7 @@ config.libs = [
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Object(Matching, "effect/ef_impact_star.c"),
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Object(NonMatching, "effect/ef_kagu_happa.c"),
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Object(NonMatching, "effect/ef_kamifubuki.c"),
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Object(NonMatching, "effect/ef_kangaeru.c"),
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Object(Matching, "effect/ef_kangaeru.c"),
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Object(NonMatching, "effect/ef_kantanhu.c"),
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Object(Matching, "effect/ef_kasamizu.c"),
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Object(Matching, "effect/ef_kasamizutama.c"),
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@@ -1,5 +1,13 @@
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#include "ef_effect_control.h"
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#include "m_common_data.h"
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#include "m_rcp.h"
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#include "sys_matrix.h"
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#include "m_debug.h"
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extern Gfx ef_think_l_modelT[];
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extern Gfx ef_think_s_modelT[];
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static void eKG_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1);
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static void eKG_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg);
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static void eKG_mv(eEC_Effect_c* effect, GAME* game);
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@@ -18,17 +26,103 @@ eEC_PROFILE_c iam_ef_kangaeru = {
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};
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static void eKG_init(xyz_t pos, int prio, s16 angle, GAME* game, u16 item_name, s16 arg0, s16 arg1) {
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// TODO
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xyz_t vec = { 0.0f, 6.0f, 0.0f };
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pos.y += 15.0f;
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sMath_RotateY(&vec, SHORT2RAD_ANGLE2(angle));
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pos.x += vec.x;
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pos.y += vec.y;
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pos.z += vec.z;
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eEC_CLIP->make_effect_proc(eEC_EFFECT_KANGAERU, pos, NULL, game, NULL, item_name, prio, 0, 0);
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}
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static void eKG_ct(eEC_Effect_c* effect, GAME* game, void* ct_arg) {
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// TODO
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effect->scale.x = 0.01f;
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effect->scale.y = 0.01f;
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effect->scale.z = 0.01f;
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effect->timer = 36;
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effect->effect_specific[1] = 0;
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effect->effect_specific[2] = 0;
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effect->effect_specific[0] = 0;
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}
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static void eKG_mv(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 orig_es1 = effect->effect_specific[1];
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eEC_CLIP->set_continious_env_proc(effect, 36, 20);
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if (effect->effect_specific[0] < 10) {
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effect->effect_specific[1] += DEG2SHORT_ANGLE(2.5f);
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effect->effect_specific[2] -= DEG2SHORT_ANGLE(3.75f);
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}
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if ((effect->effect_specific[1] >= 0) && (orig_es1 < 0)) {
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effect->effect_specific[2] = 0;
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effect->effect_specific[1] = 0;
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}
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effect->effect_specific[0]++;
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if (effect->effect_specific[0] >= 25) {
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effect->effect_specific[0] = 0;
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}
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if (effect->state == eEC_STATE_FINISHED) {
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effect->effect_specific[4] = (u8)eEC_CLIP->calc_adjust_proc(7 - effect->timer, 0, 6, 255.0f, 0.0f);
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} else {
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sAdo_OngenPos((u32)effect, 0x58, &effect->position);
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effect->effect_specific[4] = 255;
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}
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}
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static void eKG_dw(eEC_Effect_c* effect, GAME* game) {
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// TODO
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s16 timer;
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GAME_PLAY* play = (GAME_PLAY*)game;
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switch (effect->state) {
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case eEC_STATE_NORMAL: {
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timer = 36 - effect->timer;
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effect->scale.z = 1.0f;
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effect->scale.x = effect->scale.y = eEC_CLIP->calc_adjust_proc(timer, 0, 7, 0.0f, 0.008f);
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break;
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}
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default: {
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effect->scale.x = 0.008f;
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effect->scale.y = 0.008f;
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effect->scale.z = 0.8f;
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break;
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}
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}
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OPEN_DISP(game->graph);
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_texture_z_light_fog_prim_xlu(game->graph);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
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effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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Matrix_translate(-475.0f, 950.0f, 0.0f, TRUE);
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Matrix_RotateZ(effect->effect_specific[1], TRUE);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, effect->effect_specific[4]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_think_l_modelT);
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Matrix_translate(effect->position.x, effect->position.y, effect->position.z, FALSE);
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Matrix_mult(&play->billboard_matrix, TRUE);
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Matrix_translate(effect->offset.x + GETREG(MYKREG, 0x18), effect->offset.y - 6.0f + GETREG(MYKREG, 0x19),
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effect->offset.z + 30.0f + GETREG(MYKREG, 0x1a), TRUE);
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Matrix_scale(effect->scale.x, effect->scale.y, effect->scale.z, TRUE);
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Matrix_translate(475.0f, 0.0f, 0.0f, TRUE);
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Matrix_RotateZ(effect->effect_specific[2], TRUE);
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gSPMatrix(NEXT_POLY_XLU_DISP, _Matrix_to_Mtx_new(game->graph), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(NEXT_POLY_XLU_DISP, 0, 255, 255, 255, 255, effect->effect_specific[4]);
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gSPDisplayList(NEXT_POLY_XLU_DISP, ef_think_s_modelT);
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CLOSE_DISP(game->graph);
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}
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